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Simon W
04-02-2013, 10:05 AM
As it now has a new title, I thought I'd start this new thread. Here is the way I'm going with dealing with character advancement. I'm not sure whether I've seen anything exactly like this anywhere before, but I'm sure someone out there will tell me: DOWNTIME
Downtime isthe period between adventures. The time is fluid Ė whatever suits the campaignstyle and what is happening at the time. Itís also a time for the GM and playersto do a bit of book-keeping, to make sure their character sheets are upstraight and so on. Generally allow players to choose 1-2 things that they willbe doing in their downtime. Stuff characters can do in downtime:

Personal


Media Work
Finances
Rest/Recovery
Visit Dependents
Visit Therapist


Training


Solo
Team


R&D


Design/Build Devices
Improvements to HQ
Investigation


Media Work
This meansyou are making a TV appearance, or at a convention or some other publicfunction. If you arenít already famous, you gain the famous benefit for thenext adventure. If you are already famous you can take the rich benefit for thenext adventure. If you are misunderstood by the authorities, you can buy thisoff for the next adventure.

Finances
This meansyou are sorting out your accounts; it might involve a visit with your bank manager,accountant, boss or the taxman. If you have the broke drawback, you can buythis off for the next adventure. If you arenít already rich you may add therich benefit for the next adventure. If you are already rich, you have people thatdo all of this stuff for you.

Rest/Recovery
If you werebadly injured (all conditions down to zero) in the last adventure, you willneed to spend your downtime recuperating.

Visit Dependents
If you havethe drawback of someone needs me, you can spend some of your downtime visitingthem; take them out for the day, visit the ball game or museum Ė anything theylike doing. This buys off the drawback for the next adventure.

Visit Therapist
If you haveany psychological drawbacks (flashbacks, fear etc) you can buy these off forthe next adventure with a bit of psychoanalysis.

Solo Training
With avisit to the gym and putting in the hours, you can hone your physical fitnessand practice your own skills. Train for three (this is adjustable by the GM ifhe wants faster or slower advancement) downtimes in a row on the same thing andyou receive a die bump to a condition, skill or power.


TeamTraining
This isworking on your groupís team skills and provided the team work on this duringtheir downtime, they receive the additional benefits of teamwork (see combat) forthe next session.

Design/BuildDevices
Gadgeteerscan user their time to invent new gadgets, battle suits, weapons, vehicles etc.This usually takes more than one period of downtime.

Investigation

urbwar
04-03-2013, 09:40 AM
This looks really good Simon. Very detailed; more so than I recall any other game covering.

Simon W
04-06-2013, 05:11 AM
I've been having further thoughts about the title of the game. I'm wondering whether Triumphant is right or not. Some options I tried are completely out by virtue of already belonging to DC or Marvel or because there is already a rpg with the same or similar name. So these are some titles I had considered (which is best?):

Powers & Paragons
Heroic
Superiors
Exemplars
Uniques
Triumphant

AB+
04-06-2013, 06:51 AM
At least you are checking. A surprising number of RPG designers -even big publishers- choose the name of their games in a vacuum. So we end up with multiple RPGs named "Legend" or "Legends," or with a samurai RPG that has the same name as a racist skinhead group. It's tough because so many good names are already taken.

If I google "Heroic RPG," I get a bunch of results for "Marvel Heroic Roleplaying."

The subject of "Triumphant" is not immediately apparent from the title, but the name sounds cool and googling it doesn't render any red flags.

Simon W
04-06-2013, 07:37 AM
At least you are checking. A surprising number of RPG designers -even big publishers- choose the name of their games in a vacuum. So we end up with multiple RPGs named "Legend" or "Legends," or with a samurai RPG that has the same name as a racist skinhead group. It's tough because so many good names are already taken.

If I google "Heroic RPG," I get a bunch of results for "Marvel Heroic Roleplaying."

The subject of "Triumphant" is not immediately apparent from the title, but the name sounds cool and googling it doesn't render any red flags.Yeah, it's been a right pain - every time I came up with what I thought was a good title it was blown out of the water. I liked Heroic, buit wasn't sure for exactly the same reason you found. Triumphant would actually have the tag line of "The Super Heroic RPG" so it might be a bit more apparent from that. And, as you say, it does sound cool.

nijineko
04-06-2013, 05:30 PM
i have the same problem with the gametable software i'm more or less in charge of. it has been called gametable ever since conception, but another site, commercial, uses "game table online" or GTO (which ironically is in and of itself a manga title long before they started using it). sadly they beat us by a short amount of time, so we are now having to rename. and nothing seems to fit or work or hasn't already been taken.

in any case, triumphant has a nice ring. you could also have a secondary tag line of "who will be triumphant?"

Simon W
04-09-2013, 01:51 PM
Here's a combat example:Exampleof combat
Hemlockand his team-mate Haymaker are out on patrol in downtown Sovereign City whenthey come across the super-villain Iron Mask and a bunch of his cronies (10 inall) robbing Sovereign City Savings & Investment Bank. Iron Mask had set alookout for just this eventuality, so the bad-guys are not surprised whenHemlock and Haymaker catch them at their villainy.

Firstround
Theplayers roll their athleticism – Hemlock gets 2 on his D4 and Haymaker gets 6on his D6. The GM rolls D4 for Iron Mask and gets 3 and for the minions, she gets1. The priority order is Haymaker, Iron Mask, Hemlock and, last of all, theminions.

Haymakerdecides to clear the minions out of the way for Hemlock to take down Iron Mask.Haymaker goes in with his best attack – super strength. He rushes the minionstrying to bowl them over like a charging bull. He also decides to throw in atriumph die. The minions (classed as goons) decide to use athleticism to avoidthe bull-rush (although this proves to be irrelevant). Haymaker rolls a 5 onhis D8. The triumph die comes up 1 which being odd means Haymaker can chooseone of the triumph options. He chooses minion takedown, meaning that five goonsare taken straight out of the fight. The player describes how Haymaker wadesin, crashing into the goons scattering their bodies like ten-pins.

Nextto act is Iron Mask. Seeing that Haymaker is occupied (at least for a shortwhile longer) and that Hemlock seems to be preparing to do something, Iron Masklaunches a mind blast at Hemlock. Hemlock’s options are limited against this typeof attack, and he is forced to use his ego. But at least his ego is good. IronMask rolls a 3 and Hemlock gets a 9 easily withstanding the mental assault.

Hemlocknow gets to do something and checks his options. He decides to try to magic upa fiery blast of D8 from his staff and aims it at Iron Mask. Iron Mask seessomething coming and chooses telekinesis to defend with. Hemlock rolls D10 toconjure the pyrokinesis power, requiring at least a 5 as it is a moderatedifficulty. He rolls exactly 5, so the spell works and he zaps Iron Mask with aburst of flame, rolling a 6 on his D8. Iron Mask sees the fire bursting fromthe staff and stares at some of the goons lying unconscious on the floor,raising his eyes so that they lift up into the path of the magic flame. Herolls a D8 for telekinesis and gets a 6! The flames incinerate the alreadydefeated goons but don’t reach the villain. Hemlock is distraught – he’s friedsome criminals in his haste to prevent Iron Mask getting away with the bank’smoney.

Lastto act in this round are Iron Mask’s remaining five minions. Three of them gangup, meaning that they receive a die bump from D4 to D6 on their fighting skill.They strike back at Haymaker, who decides to defend using his own fightingskill. The minions get a 5 whilstHaymaker only gets a 4. The goons somehow caught Haymaker by surprise andmanaged to hurt him. Haymaker is pissed that he let a bunch of goons catch himout and applies the damage to his ego, reducing it from D4 to D3.

Thenext two minions pull their guns and one shoots at Haymaker whilst the othertakes a pop at Hemlock. Haymaker uses his health to defend and Hemlock relieson his mobility. Minion 1 rolls a 2 and Haymaker rolls a 3. He shrugs off thegraze the bullet made as if it were nothing; he’s feeling a little better now.Meanwhile minion 2 rolls a 4, which is his best shot. Hemlock gets only 3,which means the bullet hits him causing some damage. Hemlock decides the shothit him in the leg, slowing him down and takes the damage to his mobility,reducing it from D6 to D4.

Secondround
Theplayers roll athleticism again, to determine priority. This time, Hemlock getsa 1, Haymaker 3, Iron Mask 1 and the minions 4. Flush with their success, thegroup of minions continues to gang up on Haymaker and declare their attack.Haymaker uses his skill at fighting to block their attacks and shove them away.The minions pile in, getting 4. Haymaker gets 2 on his D6 – he is beginning tosuffer under their onslaught and elects to split the damage between his healthand mobility, reducing them to D6 and D4 respectively.

Theremaining 2 minions decide that Haymaker looks like he’s got his hands full andboth switch to shooting at Hemlock, to try to prevent him from being able toincinerate any more of their friends. Hemlock decides to get a bit inventive toget himself out of trouble and uses illusions as his first defence and healthwith a triumph die for his second defence. The first minion takes aim and rolls4. The illusion is good as Hemlock gets a 5. He creates the illusion of one ofthe incinerated goons getting up and stumbling in front of one the minion,putting him off his aim. The second minion gets a 2 and Hemlocks health roll of5 is enough to ignore the shot as the bullet grazes his arm doing no real harm.Lucky, because the triumph die came up on 6, which being even just goes backinto Hemlock’s pool.

Haymakergets to act next and decides he’s had enough of this; he uses super strengthand a triumph die to rip up the nearby parking meter and swat the goons off himlike flies. His D8 comes up 7 and the triumph die is a 3. Haymaker choosesminion takedown again – this time he takes out the three that are annoying himand they go flying into the two shooting at Hemlock finishing all 5 of themoff. If there were two more minions they’d be down and out too.

Lastto act are both Hemlock and Iron Mask. They have equal priority and both haveathleticism D4 so they are pretty much evenly matched. They roll theirathleticism again – this time Hemlock gets 4 and Iron Mask gets 3. Hemlock justbeats him to it, so he decides to cast another spell – this time he goes forstretching powers (intending to reach out and smash the villain with hisstaff). Iron Mask is uncertain how to defend himself, but goes for mind control,reasoning that as a defence, he could use it to project a slight moment ofuncertainty into Hemlock’s mind, which isn’t enough to take over his thoughtsbut might just be enough to put him off his attack. The GM also opts to roll avillainy die for Iron Mask, seeing as how the fight seems to be going badly.

Hemlockwants a D10 stretching power, so he needs to roll 6 or more as the spell is challengingin difficulty. He gets 7 and the spell works! Hemlock stretches out his armover the top of the goons he incinerated earlier and swipes at Iron Mask,rolling another 7 on his roll to attack. Iron Mask rolls D8 for his defence andgets an 8! Somehow, the power of his mind overcame the magical powers ofHemlock, just sufficiently to make Hemlock blink and miss his aim. Not onlythat, but Iron Mask succeeded with his villainy die and reasons that the bankstaff and customers are fleeing past in panic due to someone at the backshouting “fire” (having smelled the goons burning). Using the “escape route”option, he uses the distraction to slip off his mask and merge with thepanicking crowd as they flee to safety. He then dodges down a back-alley to awaiting vehicle that whisks him away to fight another day.

Hemlock and Haymakerare left in the carnage scratching their heads as to how Iron Mask gave themthe slip. Still, they foiled the robbery and dealt with all of the bank robbersexcept the leader. As the police, ambulances and media arrive they have otherdecisions to make. Do they disappear themselves and leave it for the emergencyservices or do they talk to the police and the press and risk bringingattention to themselves? What about the incinerated crooks –that won’t go downto well with the “vigilante haters” of Sovereign City’s liberal brigade.

nijineko
04-10-2013, 12:20 AM
some interesting options there, i like how damage can be spread among characteristics which in turn can represent differing kinds of damage and incapacitation organically without resorting to additional metrics, stats, or frameworks.

Simon W
04-14-2013, 06:37 AM
SuperiorID: Bayou Bob/Gatorman
MundaneID: Robert Cray
Archetype: Slasher
PowerLevel: “National Guardians”

Conditions Die Type
Ego D8
Health D8
Mobility D10

Skills Dietype Specialism
Animalhandling D6
Perception D6 D8hearing
Survival D6 D8trapping
Vehicles D6
Watercraft D6

Powers Die Type Enhancements/Limitations
AstralTravel D6 Only at night
FastHealing D8
LifeSupport D8 Water breathing only
NaturalWeapons D10
PowerSense D8
SuperStrength D10

Benefits
Companion An alligator called“Swampy”
Hideout A cabin onthe bayou
Isthat your best shot?

Drawbacks
DarkSecret A death-row murderer
PublicIdentity People know “BayouBob”
WeirdAppearance Bob is very large (about7’), bald and has slightly scaly skin

Jukeboxer
04-20-2013, 12:24 PM
Wow! This is exciting news! Obviously, this shares the design concepts of SUPERS, but with new step-dice mechanics. I can hardly wait to see where you go with this.

Jukeboxer
04-28-2013, 09:38 PM
Hello folks. I've been happily absorbing the current draft of Triumphant for about a week and I thought it would be fun to share some things about it here. The first thing I did was roll-up a random, national-level villain. Here's what I came up with:



AURORA (Radko Gloykov)
Priority d10, Villainy dice: 3


EGO d10
HEALTH d4
MOBILITY d10


Radiation Control d10
Cryokinesis d10
Teleportation d8


Animal Handling
Athleticism d8 Dodge
Intrusion d6
Investigation d8 Finding Clues
Perception d8 Touch, Sight
Socializing d6
Survival d8 Arctic
Vehicles d6
Streetwise d6

Mr. Gloykov was a cold war era double-agent who was caught in 1953 and left for dead in a nuclear test zone in Siberia. When the blast occurred Gloykov was taking cover in an abandoned factory. He was knocked unconscious and his body was frozen solid in irradiant ice. Radko was finally thawed-out six decades later, grumpy, and bent on revenge against both the government that tried to kill him and the other government that disavowed him.

Jukeboxer
04-28-2013, 09:41 PM
Next I created a Street-level character using the normal dice-building method:

Maxim Teroskova (Federal Secret Service Agent)
Priority d6, Triumph dice: 5


EGO d8
HEALTH d6
MOBILITY d8


SKILLS:


Athleticism d6
Fighting d6
Intrusion d6
Perception d6
Shooting d6


Benefit: I happen to have this
Drawback: Socially awkward

Jukeboxer
04-28-2013, 09:44 PM
Aurora Arrives!

Aurora teleporting into Red Square. He is confronted by a contingent of 10 soldiers.


Priority: Soldiers 3, Aurora 2
Soldiers: Shooting 7 vs Cryokinesis 10
Aurora blocks their gunfire with a shield of ice!
Aurora: Radiation 7 (Villainy die 5) vs Mobility 3
Minion take-down effect from villainy die.. A powerful blast of radiation fries 7 of the soldiers!


Priority: Aurora 10, Soldiers 3
Aurora: Cryokinesis 6 vs Mobility 3
He explodes the ice shield, sending ice shrapnel at the remaining soldiers. This takes-out one soldier and injures another.
Soldiers: Shooting 2 vs Teleportation 4
Aurora disappears in a flash as bullets pelt the area!


Now standing on a Kremlin balcony, Aurora stares-down a startled Russian federal worker and strides past him into an office area. The radioactive man walked through the federal ministerís office unopposed, as secretaries placed urgent calls to security.


Two floors below, Federal Secret Service Agent Maxim Teroskovaís mission debriefing was just wrapping up when the general alarm sounded. He gathered a team of six security guards and headed up to meet the trouble.

Jukeboxer
04-28-2013, 09:46 PM
Aurora paused in a wide marble hallway lined with busts of Russian dignitaries. With a blast of radiation he exploded the head George Malenkov, Minister of Defense in the mid-50s. At that moment Teraskova’s team burst into the hallway from two stair wells!


Priority: Aurora 4, Teraskova 3, Guards 1
Aurora: Ice blast 8 @ Guards 3, Teraskova 6 (Triumph die 1, d8 reroll was also a 1)
5 pts of damage to the Guards. Two guards get freeze-molded to the polished stone wall! One guard rolls on the floor, his left side steaming with ice-burns!
Teraskova takes 2 pts of damage (Ego, Mobility) His hair frosted by the grazing blast, he slammed his leg into a stone pedestal as he somersaulted away!


Teraskova: Shooting 4 vs Athleticism 4
The agent’s shots narrowly miss as Aurora dives away.


Guards: Shooting 1 vs Teleportation 2
Aurora anticipates another volley of lead for the guards and disappears just before the area is pelted.


Priority: Aurora 9, Teraskova 2, Guards 1
Aurora: Radiation 5 @ Teraskova, Athleticism 3 (T-die 1, d8 re-roll 2! Argh...)
Aurora pops up behind the agent and clamps down on him with radioactive hands! (Damage 2, Ego & Health)


Teraskova: Fighting 3 vs Cryokinesis 2
The agent’s back-kick finds the mark, knocking Aurora against the wall! (Damage 1 Ego). Aurora creates a small ice sheet on the floor and Teraskova slides away from him.


Guards: Fighting (Attack stance) 1 vs 5 Teleportation
Seeing a chance to overwhelm the radioactive freak, 4 guards charge and slide as Aurora again disappears!


Priority: Guards 4, Teraskova 3, Aurora 1 (Wow!)
Guards: Shooting 6 vs Cryokinesis 3!
The guards see Aurora reappear behind the agent. They yell for him to hit the deck as Aurora begins to form an ice-wall, but he’s too late! Villiany die result 4. He can’t use it! (Damage 1, Mobility) Aurora takes a grazing shot to the leg!


Teraskova: Shooting (attack stance) 8 vs Radiation Blast 7
The agent sees that his foe is slowed and he goes all-out with hail of 9mm fire. Aurora is forced to use a blast of radiation to throw-off Teraskova’s aim, but near shot sprays ice in his face. (Damage 1 Ego)


Aurora: Teleportation 2 (w Villainy die 5) @ Guards-Athleticism 1
Aurora suddenly appears behind the guards and knocks over a large mirror, taking out 2 more men! (1 healthy guard and 1 injured guard remain)


Priority: Aurora 5, Guards 2, Teraskova 1
Aurora: Radiation (attack stance) 6 @ Teraskova 1 (T-die was even!)
Uh-oh! The agent is cornered and he takes a full-on blast! (Damage 5, reduces both Ego and Health to 0!)


The two remaining guards watch in stunned silence as Aurora marched deeper into the Kremlin.

Jukeboxer
04-28-2013, 09:57 PM
Priority probably doesn't need to be rolled every round, but I like the sense of momentum that it creates.

If you are familiar with Supers, then you can begin to see how Triumphant shares the same core design goals. I was a bit leery of the step-die mechanics due to my aversion to Marvel Heroic and less-than-stellar experience with Savage Worlds. However, I am quickly coming around. The opposed roll approach makes the difference in die-types significant, while keeping any roll relevant.

Simon W
04-29-2013, 01:34 AM
Cool write up! As to MHR - I've not seen it, so I didn't really realize there was a potential similarity (albeit not really, as it turns out). The only thing I thought it might be similar to is Savage Worlds, but then it isn't really similar to that either, only on a very cursory glance. No, it is closer to Supers! than any of those, yet different too.

Jukeboxer
04-30-2013, 12:41 PM
Cool write up! As to MHR - I've not seen it, so I didn't really realize there was a potential similarity (albeit not really, as it turns out). The only thing I thought it might be similar to is Savage Worlds, but then it isn't really similar to that either, only on a very cursory glance. No, it is closer to Supers! than any of those, yet different too.

Thanks Simon! Yeah, that is a fun way to get my head into the game. Tonight I hope to run a test session in a setting that I used for Supers, so that should be a great frame of reference.

As to MHR, you're right, there is virtually no overlap with Triumphant. MHR is based on a dice pool mechanic and most character aspects are rated d8 to d12. Triumphant has a broader range (of dice) and more of a simulationist approach - meaning you play a super-powered character in a wide-open adventure and the result is comic-book style action. MHR took a different of angle of playing a comic-book foremost and the resulting action was inter-related with the characters in various ways.

Savage Worlds is more traditional role-playing that, to my knowledge, doesn't scale well into the superhero genre. Although the core of SW is quick and easy, once exploding rolls, bennies, and soaks start flying around it is not nearly as smooth as I'd hoped. And it has a tactical aspect that can be a challenge to handle for online games.

Triumphant looks like it will be smoother and easier than either of those, but yet robust enough to capture the wide variety of the genre.

Jukeboxer
05-02-2013, 03:52 PM
Another random character:

Campaign Level: Local Hero (4-4-2) 10 dice total

Roll 1: Condition, Ego
Roll 2: Power, Hydrokinesis
Roll 3: Power, Teleportation
Roll 4: (Ego again, reroll) Condition, Health
Roll 5: (Ego again, reroll, Health again reroll) Skill, Watercraft
Roll 6: Skill, Survival
Roll 7: Power, Enhanced Senses
Roll 8: Skill, Investigation
Roll 9: Power, Precognition
Roll10: Condition, Mobility (wow... hit all three conditions!)

Allocations
d8s to Hydrokinesis, Mobility
d6s to Ego, Health, Survival (Water environment), Precognition
d4s to Investigation, Enhanced Senses, Watercraft, Teleportation
--------------------------------------------------------------------------------------


This one fell into place nicely! Obviously she's a water-themed hero. I shall call her...


THALASSIQUE
Secret ID: Monique Turgeon

EGO d8 HEALTH d8 MOBILITY d10

Skills: Investigation d6, Survival d8 (Water Environment), Watercraft d6

Powers:
Hydrokinesis d8
Precognition d8 (Emergency Only)
Teleportation d6 (Conditional: through water only)
Enhanced Senses d6 (Conditional: Underwater) Sonar Hearing & Aqua-vision
--------------------------------------------------------------------------------------

The power limitations were selected to fit the character's theme.

Simon W
05-03-2013, 12:57 AM
That's a real cool character. +1 for the random character generation system!:biggrin:

Simon W
05-03-2013, 01:17 AM
We had our third playtest run-through last night (in fact it was completing an earlier adventure). I would write it out here, but I'd really need to start at the beginning and that'd take ages. I may post it later though, if I get time. The game itself was good and ironed out one or two things but essentially proved the system is pretty robust and fast. At the end of the adventure, the PCs captured Red Skull (one of the PCs Archenemy) and, during his downtime he wanted to ensure that Red Skull was put away for good. This was great - it enabled me to add to the list of things you can do during downtime - now there's "Seeing Justice Done" - you are actively giving police evidence, attending court hearings etc. It allows you to buy off your Archenemy disadvantage for the next adventure. I thought this was a great addition.

Simon W
05-03-2013, 01:21 AM
DOWNTIME
Downtimeis the period between adventures. The actual time is fluid Ė whatever suits thecampaign style and what is happening at the time. Itís also a time for the GMand players to do a bit of book-keeping, to make sure their character sheetsare up straight and so on. Generally allow players to choose one thing theywill be doing in their downtime, but sometimes you might allow a longer periodof downtime where the players can choose two options. Here is some of the stuffcharacters can do in downtime:

Personal
∑ Dependents
∑ Finances
∑ Patrolling
∑ Publicity
∑ Rest/Recovery
∑ SeeingJustice Done
∑ Therapist

Training
∑ Solo
∑ Team

R&D
∑ Design/Build/Repair/UpgradeDevices
∑ Improvementsto HQ
∑ Investigation

Dependents
Ifyou have the drawback of someone needs me, you can spend some of your downtimevisiting them; take them out for the day, visit the ball game or museum Ėanything they like doing. At the same time, you can check their securityarrangements and so on. This buys off the drawback for the duration of the nextadventure.

Finances
Thismeans you are sorting out your accounts; it might involve a visit with yourbank manager, accountant, boss or the taxman. If you have the broke drawback,you can buy this off for the next adventure. If you arenít already rich you mayadd the rich benefit for the next adventure. If you are already rich, you havepeople who do all of this stuff for you.

Patrolling
Youspend your spare time doing the rounds of the neighbourhood; protecting theweak and innocent and bringing petty criminals to justice. Unless the GMdecides to springboard this choice into a full adventure, your patrols have theeffect of keeping crime levels down in the city and you gain the benefit ofyour choice of contacts or a hideout or you can buy off misunderstood byauthorities for the duration of the next adventure.

Publicity
Thismeans you are making a TV or convention appearance, attending a public functionor maybe even making a court appearance that has a specific public interest. Ifyou arenít already famous, you can choose the famous benefit for the nextadventure. If you are already famous you can take the rich benefit for the nextadventure. If you are misunderstood by the authorities, you can buy this drawbackoff for duration of the next adventure.

Rest/Recovery
Ifyou were badly injured (all conditions down to zero) in the last adventure, youwill need to spend your downtime recuperating. You donít have much time leftfor anything else.

SeeingJustice Done
Justbecause you caught your arch-enemy, it doesnít mean he is necessarily going toget the justice he deserves and be put away. By spending time on the case Ėgiving evidence, making court appearances etc. you can ensure your arch-enemyis sentenced Ė at least for a short time. You may buy off the arch-enemydrawback for the next adventure. The minute you take your ďeye off the ballĒ though,your arch enemy either gets off on appeal, escapes or starts to mobilize his friendson the outside to harass you again.

Therapist
Ifyou have any psychological drawbacks (flashbacks, fear etc.) you can buy one ofthese off for the duration of the next adventure with a bit of psychoanalysis.

SoloTraining
Witha visit to the gym and putting in the hours, you can hone your physical fitnessand practice your own skills. You can select one of two options:
∑ Long-term:You can choose a condition, skill or power and train for three sessions a row atthe end of which you receive a permanent die bump to that ability. If youprefer, you can choose a power enhancement.
∑ Short-term:You can choose a condition, skill or power and train in that for a session atthe end of which you receive a temporary die bump to that ability. If youprefer, you can choose a power enhancement.

TeamTraining
Thisis working on your groupís team skills and provided the team work on thisduring their downtime, the team receives the additional combat options ofteamwork (see combat) for the whole of the next adventure.

Design/BuildDevices
Gadgeteerscan user their time to invent, repair or upgrade gadgets, battle suits,weapons, vehicles etc. This usually takes more than one period of downtime andis treated as an extended task. See the rules below on building devices.

Improvementsto HQ
Youcan build new facilities, add new security or extend your HQ. See the rulesbelow on team headquarters.

Investigation
Youare spending your time looking through information from the internet, libraries,newspaper archives, criminal records, births, deaths and marriages etc. You canfind information about nearly any subject if given access to the proper recordsand the information is there to be found. You might be doing research on avillain you encountered during the last adventure or you might have come acrossa weird phenomenon or found a piece of alien technology. Whatever it is, youneed to know more before proceeding. This option automatically gives you atleast some information and appropriate skill rolls will add further details towhat you learn.

Simon W
05-03-2013, 09:24 AM
Here's Hemlock from the game:3914

urbwar
05-04-2013, 12:56 AM
that's a cool picture.

Also, nice work up on downtime. This appears to be coming along very nicely

nijineko
05-06-2013, 01:42 PM
very clever. i've always appreciated systems that account for "off screen" time in a meaningful and game-progressive fashion.

Simon W
05-08-2013, 01:08 PM
3917Here's Bayou Bob, otherwise known as Gatorman

Jukeboxer
05-09-2013, 08:23 AM
I clearly wasn't taking Bayou Bob seriously enough, until I saw this art! Nice! He looks like a tough customer.

Simon W
05-11-2013, 09:11 AM
Captain Superior:3919

urbwar
05-12-2013, 12:28 AM
Very Golden Age! I like it!

Simon W
05-13-2013, 09:41 AM
3931 triumphant! Is coming

Jukeboxer
05-14-2013, 08:22 AM
Outstanding! I love the crisp, modern look of these art previews! The game itself is looking great too with Downtime rules, vehicles, archetypes, hazards/disasters.... I think this is going to handle everything I needed in a superhero RPG!

Jukeboxer
05-14-2013, 10:56 AM
Here's a walk-through of a battle against a disaster...

Sovereign City, Michigan, 1956
Captain Superior landed on an observation deck, surveying his glorious city from the 73rd floor of the Great Lakes Bank & Trust building. It had been a relatively tranquil week - no major villains - just a small industrial accident and some street thuggery. He wondered if the shining city below was at itís peak... *FLASH*

A brilliant light burst in the clear blue sky overhead! Captain Superiorís first thought was Russian missiles as he leaped into the air and sped toward unknown danger. There was no more time to think. In the split second before impact, it looked like a comet and even the most powerful Superior on Earth wondered if it would be the last thing he ever saw.


Priority: Capt Superior 7 Meteors 6

Capt Superior: Super-strength 8 vs Meteor impact 3! [Damage 5, reducing the effect to D4!]
A massive explosion at 30,000 feet as Capt Superior slammed fist-first through the red hot meteor!

Meteor: Shockwave 8 vs Flight 10.
Capt Superior uses his unearthly flying power to overcome the force of the blast before being hurtled to the ground.

Meteor effect: Heat 5 vs Life Support 3 [Damage: 1 Health, 1 Ego]
Superheated pebbles and dust assault the hero!

Meteor effect: Debris/Ash 3 vs Super-Speed 2 [Damage 1 Reflex]
Capt Superior races to catch debris and divert ash as it falls on the city. He canít get it all, but he is able to spare innocents from most of the damage. He feels a hint of fatigue from the effort.


Priority: Meteor 11, Capt Superior 9

Meteor effect: Heat 6 vs Flight 11
Smoldering shrapnel threatens to start wide-spread fires in the city below, but Capt Superior flies at hyper-speed to intercept or remove those sparks.

Capt Superior: Super-Strength 7 vs Shockwave 7
The blast left a tanker truck dangling from a bridge! Capt Superior was just able to grab it with one hand and keep it from falling, but the threat hangs in the balance!

Meteor effect: Projectile 4 vs Radiation Control 6
As he holds the truck, another chunk of rock hurtles toward him, but he uses his radiation power to deflect the sizzling meteor into the river.

Priority: Meteor 10, Capt Superior 5
Meteor: Heat 5 vs 9 Super-Strength
Using the coolant in the tanker truck he hoses down a flash fire at a nearby chemical plant.

Capt Superior: Flight + Super-Speed 19 (Triumph die 3!) vs Shockwave 9
He goes all-out combining two powers and using a Triumph die for an overwhelming effort! He flies about stopping collateral threats from the shockwave!

At this point the overall danger is reduced to a level where the fire department and police can keep it in check .

Simon W
05-14-2013, 12:04 PM
Excellent example! I might need to borrow this for the rulebook.

Simon W
05-15-2013, 01:19 AM
I did note a few things that don't line up with the current hazard rules. So either I'll go with how you did it or tighten up the explanations that are there already. But still a cool example.

Jukeboxer
05-16-2013, 09:10 AM
I did note a few things that don't line up with the current hazard rules. So either I'll go with how you did it or tighten up the explanations that are there already. But still a cool example.

Yeah, I wasn't consistent enough with terminology, but hey, if you can use that as the basis of an example, I'd be happy to see it! As written, I used the term "impact" for the initial collision (DD6 and I rolled low...), but the same effect later (at D4, I believe) was called a projectile. I was just implying a small piece of the meteor.

On the shockwave effect, I interpreted that to mean the initial wave and later used the same effect to represent the consequences/complications that it created. Made sense in practice, but may not be literal application of the rules. But as guidelines for conducting a disaster, I still think it worked-out nicely!

Simon W
05-20-2013, 09:45 AM
The wait is over Triumphant! (http://www.rpgnow.com/product/114734/Triumphant%21-Super-Heroic-Role-Playing-Game?affiliate_id=2517)

urbwar
05-20-2013, 06:28 PM
The wait is over Triumphant! (http://www.rpgnow.com/product/114734/Triumphant%21-Super-Heroic-Role-Playing-Game?affiliate_id=2517)

Yay! So when is the Lulu print version coming out? :biggrin:

Simon W
05-21-2013, 01:14 AM
Yay! So when is the Lulu print version coming out? :biggrin: In about a week or two

Jukeboxer
05-21-2013, 08:37 AM
The wait is over Triumphant! (http://www.rpgnow.com/product/114734/Triumphant%21-Super-Heroic-Role-Playing-Game?affiliate_id=2517)

Absolutely! Like Urbwar, I'm going to get a hard copy when it is available. I love what you've done with Triumphant. It incorporates BBG's core design principles but it is also a more comprehensive toolkit for creating a homebrew superhero campaign. I'm hoping for enough success with Triumphant that we could see some additional support products down the line, such as a Sovereign City sourcebook, a Villiany Register, or even a few adventure modules.

Simon W
05-21-2013, 10:02 AM
Character Sheet here (http://beyondbeliefgames.webs.com/triumphant-super-heroic-rpg)

urbwar
05-21-2013, 08:11 PM
In about a week or two

awesome! I skimmed the pdf last night. Really nice, clean layout. Much improved over the layout for Supers! I really like Peter Frain's art.

Simon W
05-22-2013, 01:14 AM
Yeah, I'm learning more about layout all the time!

Simon W
05-22-2013, 01:30 AM
I'm gathering errata and so on to update the pdf before releasing the POD version, so if anyone spots anything please let me know. So far I've amended a reference to table 7 (it should be 8) in the general task resolution and I've amended the magic power as follows:Magicis a force often relied upon by certain mystical characters. It is a very widesubject and the uses of magic vary greatly from character to character. It is usedto simulate other powers. Minor conjuring tricks or “cantrips” that don’tdirectly cause harm are simple and rarely require a roll of any sort.Replicating actual powers requires a casting roll to perform the magic first –with a remarkable difficulty (2+) fora D4 in the power to be replicated, rising by one level of difficulty for each dielevel. So, a magician wanting to cast an invisibility D6 spell needs to roll 4(outstanding) or higher. Once he hascast the spell successfully, he can do whatever a character with the actualinvisibility power could do. The spell normally lasts to the end of the scene.Magicians can cast spells whilst they have a spell already running but thesubsequent spells are harder – add +1 (cumulative) to the difficulty for each additionalspell you are trying to hold at the same time. So, if Hemlock has already castinvisibility D6 and tries for enhanced senses D6, he needs to roll 4+1=5 orhigher. If he then tries to add Armour D6, he needs to get 4+2=6 or higher.

novaexpress
05-23-2013, 06:07 AM
Hi everyone,

I bought the game yesterday and I've started to read it.
Indeed, it reminds me of the Supers!' spirit but with more details (which is a good addition, according to me).
The scaling system reminds me of Savage World as well, or The Window also (very good free indie English RPG system. I used it a few times).
I'm not very good at noticing errors, but in the Combat example (page 57), you used Bayou Bob, then you talk about Haymaker.
Are they the same characters, or did you keep Haymaker by mistake?
Anyway, it seems like a good game. I'll try to tell more when I have a better knowledge about the game.

Simon W
05-23-2013, 11:30 AM
Hi everyone,

I bought the game yesterday and I've started to read it.
Indeed, it reminds me of the Supers!' spirit but with more details (which is a good addition, according to me).
The scaling system reminds me of Savage World as well, or The Window also (very good free indie English RPG system. I used it a few times).
I'm not very good at noticing errors, but in the Combat example (page 57), you used Bayou Bob, then you talk about Haymaker.
Are they the same characters, or did you keep Haymaker by mistake?
Anyway, it seems like a good game. I'll try to tell more when I have a better knowledge about the game. You spotted the mistake! Haymaker was the original character in the example but he later became a villain so I changed him to Bayou Bob but missed this one!

novaexpress
05-24-2013, 05:20 AM
Great!

Just a question (it's not about the erratum): I think I don't have a good understanding of the skills' specialisations rule.
What I understood is if you allocate a D6 in a skill, it bumps to D8 and then the player can chose a specialisation.
But if one allocates a D8, then it bumps to D10 and you can chose two specialisations.
Does it mean that (in the book example), you would then have Academics at D8 and then two specialisations at D10 each?

Besides, if one allocates D10 to Academics, does it bump to DD6 and give you three specialisations (with D10 in Academics and DD6 to the three specialisations each)? And so on...

Another thing: would the Lulu's POD version be in colours?

novaexpress
05-24-2013, 07:30 AM
Another question:
Page 28, you say that a skill roll can be used to enhance a power roll, but that is in the end the power roll which "counts". Does it also means that you use the Power Difficulty chart (and not the mundane skills one), and that the damage are not halved?
This question concerns also the Accurary power.

Page 29 - Absorption: in your example, if Spectrum's Absorption roll had beaten the attack roll, would he still have absorbed the energy damage?

Simon W
05-24-2013, 09:21 AM
D8 is the maximum skill specialization. So if you allocate D6, your general skill level is D6. Your specialization is bumped to D8. If you allocate D8, your general skill level is still D6. You then have two specializations - each at D8. If you allocate D10, your general skill is D6. You then have three specializations at D8 each.

Simon W
05-24-2013, 09:29 AM
Another question:
Page 28, you say that a skill roll can be used to enhance a power roll, but that is in the end the power roll which "counts". Does it also means that you use the Power Difficulty chart (and not the mundane skills one), and that the damage are not halved?
This question concerns also the Accurary power.

Page 29 - Absorption: in your example, if Spectrum's Absorption roll had beaten the attack roll, would he still have absorbed the energy damage? If Spectrum had absorbed all 6 damage, (max die 6) he would have a D6 energy blast to "play with" instead of a D4

novaexpress
05-24-2013, 02:45 PM
Thank you.
Indeed, I haven't noticed that D8 is the max for a skill.

In Density Control (p.32), you say that "increasing one's density involves hardening one's skin". Does it mean you have the Armour power added? Or does it mean something else?

And regarding Dark Matter, maybe a few examples could help (except blasting dark matter, I don't know if anything else is possible with this power).

Simon W
05-24-2013, 03:44 PM
Thank you.
Indeed, I haven't noticed that D8 is the max for a skill.

In Density Control (p.32), you say that "increasing one's density involves hardening one's skin". Does it mean you have the Armour power added? Or does it mean something else?

And regarding Dark Matter, maybe a few examples could help (except blasting dark matter, I don't know if anything else is possible with this power).Density control can make skin harder to use as a defence definitely. What other uses it has are up to the player/GM, like many of the powers. Dark Matter can be used for the same sort of things that some of the other energy powers can be used for - blasts, creating shields/walls, surrounding things in the energy and so on.

novaexpress
05-25-2013, 01:37 AM
Ok.
So, I suppose that technically speaking, what distinguishes an increased Density Control used as a Defence and the power Armour is that Armour can be used several times in the same round to defend against several attacks?

Simon W
05-25-2013, 02:36 AM
Ok.
So, I suppose that technically speaking, what distinguishes an increased Density Control used as a Defence and the power Armour is that Armour can be used several times in the same round to defend against several attacks?
Exactly. But density control has more uses.

Simon W
05-27-2013, 04:06 AM
The POD version is unlikely to be in full colour.

urbwar
05-27-2013, 09:16 PM
The POD version is unlikely to be in full colour.

That sucks. Any chance you could offer a full colour version for anyone who is willing to pay for one?

novaexpress
05-28-2013, 02:19 AM
That sucks. Any chance you could offer a full colour version for anyone who is willing to pay for one?

Or maybe kickstarting (neologism!) something?

Simon W
05-28-2013, 09:25 AM
That sucks. Any chance you could offer a full colour version for anyone who is willing to pay for one?The problem there is that the whole thing would need to be reformatted because at the current format there isn't a full colour option. However, I'll look into it some more to see if it's viable (it also depends on sales of the pdf - if there's enough interest in the game).

Simon W
05-28-2013, 09:27 AM
Or maybe kickstarting (neologism!) something? I'm not really into kickstarter...

nijineko
05-28-2013, 12:21 PM
or...

if the time period is appropriate, make the black and white deliberate. it's part of the look and feel of the setting. ye olde gritty black and white broadcasts. the dawning of the electric age.

Simon W
05-31-2013, 01:13 AM
Now available on LULU in colour or b&w

Simon W
06-01-2013, 04:58 AM
That sucks. Any chance you could offer a full colour version for anyone who is willing to pay for one? I've listened to what people want and here it is:http://www.lulu.com/shop/simon-washbourne/triumphant-super-heroic-rpg-colour/paperback/product-21046288.html

Jukeboxer
06-01-2013, 11:52 AM
Outstanding! You work quick, Simon. I'll be ordering a couple of copies and I hope to start running a face-to-face game with Triumphant in about two weeks.

novaexpress
06-02-2013, 01:59 PM
Thx. I bought it yesterday. :)

Simon W
06-30-2013, 07:23 AM
Review here (http://www.rpg.net/reviews/archive/15/15906.phtml)

Simon W
06-30-2013, 07:23 AM
Thx. I bought it yesterday. :)So what do you think of it?

Xhaosdaemon
07-07-2013, 12:34 AM
I have a question/request for anyone. If I posted the write-up of a Supers! character would someone be willing to convert it to Triumphant! so I could see what it would look like?

Simon W
07-07-2013, 04:22 AM
I have a question/request for anyone. If I posted the write-up of a Supers! character would someone be willing to convert it to Triumphant! so I could see what it would look like?
I could give it ago - it may not appear quickly because I don't know how much I'll be around in the next 2weeks, so if someone steps in before me that's cool...

Xhaosdaemon
07-07-2013, 09:09 AM
Thanks Simon for the offer whether you have a chance to get to it before someone else does. Anyhow, here he is:


Arc Nova (Janusz Chmielecki)

Resistances:
Comp 2D
Fort 3D
Reac 3D
Will 3D

Aptitudes:
Academia* 3D (Chemistry 4D, Physics 4D)
Technology* 3D
(All others not listed at 1D)

Powers:
Energy Form (Plasma) 3D <Cannot assume normal form, Bonus 1D from Energy Control> (Cost 1D)
Energy Control (Plasma) 4D
Flight 3D
Super Brain* 3D

Ads/Disads:
Longevity (Ad)
Strange-Looking (Disad; Plasma Form)
Unliving (Ad; Plasma Form)
Vulnerability (Disad; Magnetism)

Competency Pool:
0D

Resistances 7 + Aptitudes 2 + Powers 11 + Ads 2 - Disads 2 = 20

DESCRIPTION: Standing 6'2" tall Arc Nova has a very unusual appearance. Being composed of semi-solid plasma his form is somewhat undifferentiated although he has eyes and a mouth so he can speak. Normally his "skin" is a shifting plasma of cool blues and purples that move around in flame patterns. When he "goes hot" his color changes to very bright yellows and oranges and he is surrounded by a bright corona of translucent whisps of plasma. Where his hair used to be whisps of plasma flicker and shift through a myriad of colors.

When Arc Nova speaks his voice has a crackling quality, almost like the sounds of static and flames together, although he is easily able to be understood. Despite his condition he still has an easy-going way about him and an intact sense of humor. His laughter sounds like the sizzle of a hot fire combined with a Tesla coil. He does not consume foods like your normal person, instead he uses his plasma to heat objects until they break apart and absorbs the heat and energy they release.

Xhaosdaemon
07-18-2013, 11:25 PM
(Post removed, corrected posting below......not sure how to delete it so I just did this)

Xhaosdaemon
07-18-2013, 11:34 PM
Thanks Simon for the offer whether you have a chance to get to it before someone else does. Anyhow, here he is:


Arc Nova (Janusz Chmielecki)

Resistances:
Comp 2D
Fort 3D
Reac 3D
Will 3D

Aptitudes:
Academia* 3D (Chemistry 4D, Physics 4D)
Technology* 3D
(All others not listed at 1D)

Powers:
Energy Form (Plasma) 3D <Cannot assume normal form, Bonus 1D from Energy Control> (Cost 1D)
Energy Control (Plasma) 4D
Flight 3D
Super Brain* 3D

Ads/Disads:
Longevity (Ad)
Strange-Looking (Disad; Plasma Form)
Unliving (Ad; Plasma Form)
Vulnerability (Disad; Magnetism)

Competency Pool:
0D

Resistances 7 + Aptitudes 2 + Powers 11 + Ads 2 - Disads 2 = 20

DESCRIPTION: Standing 6'2" tall Arc Nova has a very unusual appearance. Being composed of semi-solid plasma his form is somewhat undifferentiated although he has eyes and a mouth so he can speak. Normally his "skin" is a shifting plasma of cool blues and purples that move around in flame patterns. When he "goes hot" his color changes to very bright yellows and oranges and he is surrounded by a bright corona of translucent wisps of plasma. Where his hair used to be wisps of plasma flicker and shift through a myriad of colors.

When Arc Nova speaks his voice has a crackling quality, almost like the sounds of static and flames together, although he is easily able to be understood. Despite his condition he still has an easy-going way about him and an intact sense of humor. His laughter sounds like the sizzle of a hot fire combined with a Tesla coil. He does not consume foods like your normal person, instead he uses his plasma to heat objects until they break apart and absorbs the heat and energy they release.
So here is my attempt to convert Arc Nova to Triumphant!:

Superior ID: Arc Nova
Mundane ID: Janusz Chmielecki
Archetype: Elementalist
Power Level: Local Hero
Priority Die: d8
Triumph Dice: 4

Conditions:
Ego d6
Health d8
Reflexes d8

Skills:
Academics d6 (d8 Chemistry, d8 Physics)
Technology d6
(all other skills at d4)

Powers:
Elemental Form (Plasma, die bump from Plasma Control, Cannot assume normal form <limitation>) d8
Elemental Control (Plasma) d8
Flight (Activation <limitation>) d6
Life Support d6
Super Brain d6

Benefits:
Is That Your Best Shot?
Reserved Benefit

Drawbacks:
Vulnerability (Magnetism)
Weird Appearance

DESCRIPTION: Standing 6'2" tall Arc Nova has a very unusual appearance. Being composed of semi-solid plasma his form is somewhat undifferentiated although he has eyes and a mouth so he can speak. Normally his "skin" is a shifting plasma of cool blues and purples that move around in flame patterns. When he "goes hot" his color changes to very bright yellows and oranges and he is surrounded by a bright corona of translucent wisps of plasma. Where his hair used to be wisps of plasma flicker and shift through a myriad of colors.

When Arc Nova speaks his voice has a crackling quality, almost like the sounds of static and flames together, although he is easily able to be understood. Despite his condition he still has an easy-going way about him and an intact sense of humor. His laughter sounds like the sizzle of a hot fire combined with a Tesla coil. He does not consume foods like your normal person, instead he uses his plasma to heat objects until they break apart and absorbs the heat and energy they release.

Simon W
07-22-2013, 12:57 AM
Looks good

Xhaosdaemon
07-25-2013, 02:36 PM
BTW, is anyone doing a PbP game of Triumphant!? I like the way it reads but always grok a game better when I can say how it runs under the hood. :)

Jukeboxer
08-08-2013, 01:56 PM
I noticed there is another strong review for Triumphant on RPGNet:

TRIUMPHANT! (http://www.rpg.net/reviews/archive/15/15930.phtml)

I've been playing the heck out of this game! Once you are comfortable with it, Triumphant is really well-suited for low-prep online play. The game has a lot of nice nuances that I think are easily missed if you are skimming over it.

If I can find the time, I'll share more of what we are doing with this game, but lately there's no time to spare... Ugh...

Jukeboxer
08-09-2013, 05:46 PM
I caught up on my Triumphant campaign journal. Too much to post here, but you can read what's happening in Arbor's Deep Shade (https://sites.google.com/site/whimstorm/home/the-super-section/arbor-s-deep-shade).

Simon W
08-10-2013, 12:48 PM
That looks real good. Good work. The campaign sounds real fun. I look forward to reading more.

Xhaosdaemon
08-23-2013, 12:41 AM
So out of curiousity, could anyone here stat up a well-trained enemy operative (such as a KGB spy)? Just curious how one would model proficiency/damage with a sniper rifle and SMG. Definitely not a mook NPC by its very nature.

Jukeboxer
08-29-2013, 03:55 PM
So out of curiousity, could anyone here stat up a well-trained enemy operative (such as a KGB spy)? Just curious how one would model proficiency/damage with a sniper rifle and SMG. Definitely not a mook NPC by its very nature.

Hey Xhaosdaemon, just noticed this post.
How you handle an elite operative like that is really dependent on the character's role in the hierarchy of your game.

He could be a tough NPC like this:

Condition: D8
Priority Die: D6
Armour D6 (ballistic vest)
Athleticism D6
Fighting: D8 (martial arts)
Perception: D6
Socializing: D6
Shooting: D8 (SMG with area effect)
Survival: D6
Technology: D6
Vehicles: D8 (sports cars)

And you could give the agent an appropriate Gadget power to represent a high-powered sniper rifle or some other super-spy trope.

Or, if you want the character to be a recurring focus, you could create him as a full-blown Street-level hero/villain. At that level, you could give the agent "powers" that represent near super-human ability, such as super accuracy, super agility, or even a super-weapon of some sort.

Jukeboxer
08-29-2013, 04:09 PM
Hey Simon,
I'm really enjoying the Downtime character development aspect of Triumphant! Not only does it make long-term campaigns sustainable, it is also sparking ideas and goals for the players. One such idea is the acquisition, renovation, and establishment of a new Headquarters. There is a character with the Rich benefit and he is planning to purchase an old high rise building and completely overhaul it for a new HQ. I figure the Device Building rules (p66) would work for this:

1. He wants to remain anonymous in his acquisition of the building, so I'm using that as the "design phase".

2. Even though he's rich, due to the poor economic conditions of the setting, I'm still going to have him go through a Raising Funds phase.

3. Then lastly, I'll sum up all the dice for the abilities of the HQ for the Building the Device phase. His vision for this thing will probably be in the 30D range! So this phase will soak up several Downtimes.

Is this the way you would handle a big project like this?

Thanks!

Simon W
08-30-2013, 01:20 AM
I love the downtime rules...that was what I consider my best splash of inspiration whilst writing Triumphant! I've always normally started my group by asking if they want a HQ and then letting them make it at the outset (the best one was a submarine out on the Great Lakes). But I don't see a problem doing it the way you are. Let me know how it goes?

Jukeboxer
08-30-2013, 09:53 AM
I love the downtime rules...that was what I consider my best splash of inspiration whilst writing Triumphant! I've always normally started my group by asking if they want a HQ and then letting them make it at the outset (the best one was a submarine out on the Great Lakes). But I don't see a problem doing it the way you are. Let me know how it goes?

We played a session last night and I'm ecstatic. My player has so embraced the Rich guy aspect of his character that, in last night's session, it was more about Downtime plans and goals than duking it out on the streets! Not every session will be that way - and I wouldn't want that - BUT this really highlights how the Downtime rules can be used as motivation and empowerment for the players. Great stuff.

If anyone cares to read the details, my campaign update is here: Arbor's Deep Shade (https://sites.google.com/site/whimstorm/home/the-super-section/arbor-s-deep-shade) (the latest entry is at the bottom of the page)

Xhaosdaemon
08-30-2013, 04:18 PM
We played a session last night and I'm ecstatic. My player has so embraced the Rich guy aspect of his character that, in last night's session, it was more about Downtime plans and goals than duking it out on the streets! Not every session will be that way - and I wouldn't want that - BUT this really highlights how the Downtime rules can be used as motivation and empowerment for the players. Great stuff.

If anyone cares to read the details, my campaign update is here: Arbor's Deep Shade (https://sites.google.com/site/whimstorm/home/the-super-section/arbor-s-deep-shade) (the latest entry is at the bottom of the page)
I am envious of you sir, I am still looking to get in on a game of Triumphant! to see if it is as fun as it looks.

Jukeboxer
10-01-2013, 09:41 AM
Just a quick update... My Triumphant campaign is still building momentum. Two new heroes were introduced in the last session:

AMP - He's an electrokinetic with super-human accuracy and agility. His signature attack is to charge an object at hand and throw it as a missile weapon. In his debut, he took down a helicopter by frying the cockpit!

ZARATOS - A hellish-looking demon of vengeance. By day, he is Samuel, a bookish occult artifact restorationist, but within him is this monstrous entity that is bent on bringing fear and judgement to the wicked! In demon-form, he is covered in hellfire, possesses massive strength (2d6), and can rend a victim's psyche with Fear (mind blast).

These two join Omen as he forms a super-team in Arbor City. They were brought together when the Mayor was assassinated before their eyes and now they need to get to the root of the conspiracy. However, another plot already in motion is pulling at their attention as Neo-Nazis escalate their plans.

Issue #11 is tonight, so I'll post another update when I have a chance.

Simon W
10-01-2013, 12:25 PM
Just a quick update... My Triumphant campaign is still building momentum. Two new heroes were introduced in the last session:

AMP - He's an electrokinetic with super-human accuracy and agility. His signature attack is to charge an object at hand and throw it as a missile weapon. In his debut, he took down a helicopter by frying the cockpit!

ZARATOS - A hellish-looking demon of vengeance. By day, he is Samuel, a bookish occult artifact restorationist, but within him is this monstrous entity that is bent on bringing fear and judgement to the wicked! In demon-form, he is covered in hellfire, possesses massive strength (2d6), and can rend a victim's psyche with Fear (mind blast).

These two join Omen as he forms a super-team in Arbor City. They were brought together when the Mayor was assassinated before their eyes and now they need to get to the root of the conspiracy. However, another plot already in motion is pulling at their attention as Neo-Nazis escalate their plans.

Issue #11 is tonight, so I'll post another update when I have a chance.

Cool!
I'm running Heroes of Hellas at the moment with the BoL: Mythic rules so I haven't been able to give any attention to Triumphant! But I intend to go back to it soon...

urbwar
10-05-2013, 12:12 AM
Finally ordered my print copy. I really wanted the full color, but the price was too much, so I went with Black & White. Look forward to getting it, and expect me to contact Simon about releasing The Triad for it as well (so looks like you'll need a Triumphant! compatible logo) :biggrin:

Simon W
10-05-2013, 02:30 AM
Finally ordered my print copy. I really wanted the full color, but the price was too much, so I went with Black & White. Look forward to getting it, and expect me to contact Simon about releasing The Triad for it as well (so looks like you'll need a Triumphant! compatible logo) :biggrin:

Yeah, sorry colour is so costly, but that's LULU for you (mind you, in my experience colour makes for an expensive book, whoever the printer is). I wasn't even going to bother with colour but it wasn't a problem to create a colour version and some people went for it, despite the price. I actually receive more money for the B&W version! It does look good in colour though. And yes, there'll be no issues releasing the Triad for it.

urbwar
10-06-2013, 12:20 AM
It's weird because I see color books on RPGNow with a higher page count costing less than what Triumphant is going for. I think Lulu's pricing scheme is a bit much sometimes in comparison.

Simon W
10-06-2013, 01:34 AM
It's weird because I see color books on RPGNow with a higher page count costing less than what Triumphant is going for. I think Lulu's pricing scheme is a bit much sometimes in comparison.

I checked out doing it on RPGNow, but I prefer how LULU is set up to do POD so I didn't pursue the idea. I can't therefore confirm or deny this. Stil, I'll keep an eye on RPGNow and if their POD setup changes, I'll give it a go.

urbwar
10-08-2013, 07:42 PM
My book should be shipping tomorrow, so hopefully I'll have it the end of next week at the latest

Simon W
10-09-2013, 09:50 AM
Hope you like it.

Jukeboxer
10-10-2013, 04:06 PM
For what its worth, I sprang for the color copy and it has been worth it to me. Quality print job and this is a game we are playing like crazy, so I've got my money's worth of fun from it already.

By the way, in our most recent (online) session, we had three heroes taking on two villains and a dozen tough minions and we were able to conclude the battle in about an hour. Considering that two of the players are still new to Triumphant and new to this type of game, it is going really well. The players love the freedom to try all kinds of crazy stunts and describe their actions. I enjoy that it is easy to run and to balance challenges. The campaign log can be found in my Whimstorm site, Supercell section, from my sig below.

urbwar
10-11-2013, 11:10 PM
Got my book today. Hope to start reading through it in a little while, and over the weekend

Simon W
10-17-2013, 01:09 AM
Got my book today. Hope to start reading through it in a little while, and over the weekend

So, read it yet? What are your thoughts?

urbwar
10-19-2013, 06:34 AM
I only had a chance to skim through it so far. Got sick this past week, (seems to be something going around, as the weather keeps going up and down this late in the year), so I haven't done much in the way of reading :(

flyingcircus
10-19-2013, 01:19 PM
Why didn't you just have Cubicle 7 print Triumphant for you in colour? Wouldn't that have been cheaper?....I thought they printed BoL for you? Just wondering because I have the pdf from DTRPG and after checking on LULU I can afford the B&W but the Colour is pretty steep sell. The B&W version worries me, because of the charts you did use some dark blue colour with black on them in the pdf and I'm afraid I won't be able to make them out, you should have used white for the printed numbers on the fields. Referring to page example page 8: Campaign Power Level, the Planetary Champions row is kinda dark, I think the wording and numbering should have been done like the Stellar defenders below it, in white & blue. IMO

Simon W
10-19-2013, 01:37 PM
Why didn't you just have Cubicle 7 print Triumphant for you in colour? Wouldn't that have been cheaper?....I thought they printed BoL for you? Just wondering because I have the pdf from DTRPG and after checking on LULU I can afford the B&W but the Colour is pretty steep sell. The B&W version worries me, because of the charts you did use some dark blue colour with black on them in the pdf and I'm afraid I won't be able to make them out, you should have used white for the printed numbers on the fields. Referring to page example page 8: Campaign Power Level, the Planetary Champions row is kinda dark, I think the wording and numbering should have been done like the Stellar defenders below it, in white & blue. IMO

Cubicle 7 published BoL for me - in black & white. That was £16.99 for 110 pages (about $28.00). I made very little on each sale because Cubicle 7 took a cut and the distributor takes a cut. So I decided to cut ties with Cubicle 7. On LULU I can sell BoL for £13.00 ($21.00) and make more per sale than I was with Cubicle 7. I'd hate to think how much colour would have to be through Cubicle 7 for me to make anything on it - it would certainly cost more than the LULU version! Colour is very expensive and only makes sense for the big boys doing a very big print run.
I have both a colour and b&w version of Triumphant! and they came out ok - tables and all. Some are a little less easy to read; but I find the current one readable enough.

urbwar
10-20-2013, 02:47 AM
Plus after the debacle with Supers!, I don't think Simon would want to use them again. The game came out before ICONS, got picked up by C7, then gets released months after ICONS does.

urbwar
10-20-2013, 04:09 AM
I went through the book to check the charts on my b&w version, to see how dark it was. Yes, the table for campaign power level is kind of dark for Planetary Champions; I needed my glasses to read that one. The rest of the table is fine. The only other issue I saw was the table on page 76, where again, one line in the table I needed my glasses to read. Past that, everything came out fine, not too dark, and readable.

Simon W
10-20-2013, 04:42 AM
Plus after the debacle with Supers!, I don't think Simon would want to use them again. The game came out before ICONS, got picked up by C7, then gets released months after ICONS does.

Exactly. Payment is always slow with Cubicle 7 too - you have to chase them for months, whereas LULU pays on time. I'm still awaiting my final payment from Cubicle 7 after cutting ties at them start of the year, despite chasing them 4 or 5 times.

Strangely, because the layout and art style of Supers! is very similar to that of Icons, I sometimes get accused of copying Icons. Funny thing is, I completed Supers! first, so the accusations could easily be directed the other way around! (Actually, I think it is more a question of the layouts being done simply to suit the "simple" nature of both systems and therefore it was always likely they could end up looking similar).

flyingcircus
10-20-2013, 06:37 PM
Oh, just wondering. Thanks for letting me know about the B&W charts. I will have to think about it, my bad eyesight, might make me wait to get a colour edition instead. Too bad about C7 being like that, I thought they were a stand up company but you never know anymore. BTW ICONS Sucked, I have SUPERS and its way better overall and I know personally it was out first as I had the original pdf version along time ago off RPGNow, way before ICONS ever showed up online.

Simon W
10-21-2013, 12:59 AM
Oh, just wondering. Thanks for letting me know about the B&W charts. I will have to think about it, my bad eyesight, might make me wait to get a colour edition instead. Too bad about C7 being like that, I thought they were a stand up company but you never know anymore. BTW ICONS Sucked, I have SUPERS and its way better overall and I know personally it was out first as I had the original pdf version along time ago off RPGNow, way before ICONS ever showed up online.

In the meantime, I'll see if I can tinker with the charts a bit to make them clearer.

BTW, I'm not sour over Cubicle 7 - they do produce some fine stuff. Without them, Barbarians of Lemuria and Supers! would never have got the audience they did get (Supers! might have got even more if they were quicker though). They are just a bit slow to respond to their publishing partners and very slow to pay up.

Simon W
11-21-2014, 05:15 PM
I've just struck a deal with these Spanish book publishers (http://www.edicionesepicismo.com/epicismo/) to publish a Spanish language version of Triumphant! Super Heroic RPG (http://beyondbeliefgames.webs.com/triumphant-super-heroic-rpg).

urbwar
11-21-2014, 06:25 PM
Congrats!

urbwar
12-01-2014, 10:21 PM
What's the font you used for the Title?

Simon W
12-02-2014, 09:17 AM
what's the font you used for the title?

impact

urbwar
12-02-2014, 06:15 PM
impact

ok, cool. What size did you make it at? (I'm asking because I was going to talk to Russell Boyd about making a logo for me to use when I finally start doing Triumphant compatible stuff to throw you way. I went and bought Page Plus, so I'm doing my own layout work on short pdf supplements)

Simon W
12-03-2014, 12:50 AM
Hey that'll be cool - I'd love to see more support for Triumphant! from third party publishers (Darrel Miller did some stuff). I'm planning to run some adventures soon that I'll be publishing if they go down well.

Anyway, it's Impact 72

urbwar
12-03-2014, 05:23 PM
Hey that'll be cool - I'd love to see more support for Triumphant! from third party publishers (Darrel Miller did some stuff). I'm planning to run some adventures soon that I'll be publishing if they go down well.

Anyway, it's Impact 72

Since I'm using the same layout and just changing out the stats (and minor layout editing in case some are longer than others), I can do them fairly quickly. Some edits to the credits page and cover and it's done. I've started a new line of villain supplements called "Adversaries", with Issue #0 being Pay What You Want. Here's what the first cover looks like (I'm using some of Darrel's stock art for the two villains in this one):

http://www.penandpapergames.com/forums/attachment.php?attachmentid=4358&stc=1

Simon W
12-04-2014, 01:00 AM
Niiice!

ruckusmanager
08-21-2016, 07:49 PM
I'm not sure if anyone even looks here anymore, but I thought I would post that I am trying to start up a Triumphant game on rpg.net. Here (https://forum.rpg.net/showthread.php?788225-Interest-Recruitment-Life-in-Sovereign-City-(Triumphant-Super-Heroic-RPG))is the interest/recruitment thread.